I guess I should get something out for July.
You are:
A) the Selected Specter
B) the Farseeker
C) the Uncircumcised
D) the Holder of the Key
, come from:
A) Drakkenlaard
B) the Sea Beside
C) Castle Krumpenstein
D) Georgia
in order to:
A) ascend the Tower of Dreams
B) find the Cerulean Periapt
C) duel the Fated Dragon
D) seal the Smoking Gates
and:
A) become the Eventide Prince
B) end your cycles of unbirth
C) avenge your slain god
D) have a good time
GLOG Class: Bloodsoulsekiro Ring Type
Starting Skill (1d4): 1 - Herblore, 2 -Parkour , 3 - History, 4 - Taunting
Starting Equipment: Stylish light, medium, or heavy weapon, rusty armour, rags
Templates:
A: Roll, Weapon Arts
B: Parry, +2 Attack stat
C: Estrus Cask, Riposte
D: Summon Phantom
A
Roll: Spend a round doing nothing but moving to get a dexterity save against attacks against you –
but fail a save and you’ll be knocked prone.
Weapon Arts: Gain special ability or maneuver based on the weapon you’re wielding:
- Light blade: Successful attacks cause bleed – target suffers additional damage of 1d6-1 the next turn, 1d6-2 the round after that, and so on and so on, until the damage reaches zero or the bleeding target spends an action to staunch the wound – damage from bleeding cannot exceed damage from original attack.
- Light blunt: If you deal max damage (6) your target is stunned for a round.
- Medium blade: After cutting down an enemy you can make an extra attack against another nearby enemy.
- Medium blunt: Can do half damage on successful attack to disarm your target.
- Heavy blade: Chop! Wounded enemies suffer +2 to their wound roll.
- Heavy blunt: If you wound an enemy they’re knocked prone.
- Unarmed: Movement glitch – you can move at half speed while overencumbered, but only if you repeatedly punch ahead of you.
- Spear: Once per round get a free attack against somone who moves into range of your spear.
B
Parry: Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12. (from Skerples’ fighter – thanks Skerples, great job!).
C
Estrus Cask: You are recognized as an MLG, and become sponsored by Monster Beverage Corporation. Each session they send you a free sample of their newest product: the estrus cask. Spend a round chugging the cask to heal 1d6 HP. Estrus casks go bad if they’re not used in a session. Remain downwind of horses for at least eight hours after drinking.
Riposte: When parrying you inflict the same amount of damage negated on your attacker.
D
Summon Phantom: When entering a fight, throw the ashes of a dead ally to the air. This summons them in phantom form, in the prime of health, to aid you for the duration of that fight. Can summon one phantom per fight. Each phantom can only be summoned once. Phantoms disappear after the fight ends.